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    Hamken CAV Maintenance Facility

    Meeting Room 3Local Time: 0315

    Pilots and wizzos sporadically shuf ed into thepoorly lit meeting room. Captain Sampson satin his chair watching each of them enter, andhe wondered what had made each of them

    join up. He sarcastically chuckled to himself ashe thought back to his rst day in the UnitedFederal Force. Was he the only kid that believed

    the stupid recruiting slogan, or had the news of the rst Galaxy War helped him want to believeit? See the galaxy, and become a hero!After the war, Sampson left the UFF and wentindependent. Hiring on with WilPat initially asan Advisor/Instructor, he had been stationedhere on Sinpall for 5 years. Sampson watched

    the last crew in his platoon shuf e in while thinking to himself. There sure isnt a whole heckof a lot of the galaxy to see on this middle ofnowhere planet, much less any action to make me

    a hero. But, by that same token, its really not thatbad to be stationed at such a quiet post. Couplemore years of garrisoning this backwater base fromthe occasional rogue pirate band, and I could retireback home with a nice life. Attention! echoed through the halls as the menof 2nd Platoon, Baker Company 43rd Battalionof WilPat Security Force Bravo snapped toattention. A haggard looking, but steely eyedMajor briskly walked into the room and took

    a position behind the podium. Tapping themicrophone to make sure it was live, Major Dixonlooked across the room as he spoke. At ease.The room lled with the noise of men shuf ingas they relaxed, made there way to chairs, andsat down. Major Dixon cleared his throat beforehe spoke. I have some news here before weget started. I just received a communication

    that several hours ago Templar forces engaged,

    and defeated, a superior Rach force in the Trax

    system.

    The room lled with hushed discussion as hecontinued. Unlike the Rach, WilPat will not beon the receiving end of any Templar aggression.I have just left a brie ng in which our diplomaticcorps outlined the articles of a non-aggression

    treaty between WilPat and the Templars. AllWilPat Identi cation Friend or Foe transceivershave already been encoded with Templar IFFcodes, and the Templars are updating their

    IFF systems as well. Next, I have some excitingnews for all of you lucky WilPat shareholders;apparently the Templars want to buy you out. As

    the room lled with excited cheers and whistlesSampson stood quietly and ran his hand throughhis hair - a nervous habit. He started to think anearly retirement from WilPat was looking good.Major Dixon raised his hands and motioned

    them to quiet down as he continued. Nowbefore everyone starts spending their ill-gottenT-Reds, I have to tell you that the negotiationsare currently stalemated. Never fear though, asour very own CFO William Dew is working withRepresentatives from Vice Marshall Carpentersof ce to get this deal closed. Now, this situationwill bring about changes. So, if anyone has asituation or history that will prevent them fromworking for the Templar, please convey yourconcerns to your immediate CO. The roomechoed with hushed whispers as Major Dixoncontinued.

    Pressing a button on the podium, a slowly rotatinghologram of a CAV cockpit appeared aboveeveryone in the center of the room. As even youpeople might actually remember, this morningyou turned in your CAVs for scheduled depotlevel maintenance. As part of this maintenance,your CAVs will receive Block 3 updates that willimplement dramatic improvements in variousmission and equipment systems throughout

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    your CAV - speci cally M25b Targeting andSeries 18.a3 ECM computers. Pointing tospeci c locations inside the hologram cockpit,Major Dixon continued. Block 3 updates willreplace targeting interface connections in thesefour locations. Command and control interface

    connections in these two locations and theinstallation of three new weapon interfacecontrol systems here, here, and here. WithBlock 3 updates, you will nally be able to fullyutilize the P3N connections in your interfacesharnesses. Major Dixon turned the hologramoff. Block 3 updates require level one transition

    training. With the heightened security level weare operating under, we will be using depotreplacement CAVs to conduct this training. Thiswill ensure that you will be ready for immediate

    deployment when this upgrade is complete.Major Dixon turned to leave as he said, Report

    to your ready rooms. Dismissed!

    Captain Sampson closed his data-pad and turned to Captain Franks as he spoke, Aboutdamn time. This upgrade is long overdue.Franks chuckled sarcastically as he replied, Hell,at this rate, they might even install a place forus to plug in our high-tech ZL thingies. After all,

    they were invented only 10 years ago.

    Sampson rolled his eyes as he replied, Dontremind me. You are supposed to be cheeringme up here, not depressing me. Anyway, I have

    to swing back by my quarters. Tell Beall I willcatch up with him at the ready room.

    Hamken CAV Farm

    Ready Room 8Local Time: 0400

    Graphics on a ickering holo-screen illustrated

    the exercise for the day as an audio track with asynthetic female voice repeatedly droned on withinstructions. Exercise 163 is a strike exercise.Your platoon will be screening the left ank of

    the 2nd Armored Battalion. You must be in yourassigned assembly area by 0500. You will bebriefed with additional instructions once in yourassembly area. A list of the units, elements, andequipment involved in this exercise has beendownloaded into your mission pad.

    Captain Reanko walked in and held a handfulof CAV power key cards over his head. Alrightgentleman, front and center, Ive got yourride keys here. Reanko began tossing the keycards as he called out the name of the CAV.Sampson, Beall, you two are riding Dirty Dora

    today. Reanko chuckled to himself. Biggs andSchulman, Ive got the perfect CAV for you twoknuckleheads, Second Stringer. Franks andCarrell, you get Embreago and Carter and I will

    take the Angel Wing. Weve got some fancy new

    equipment to get all intimate with, so lets looksharp ladies.

    Captain Sampson walked over to his locker andhanded the key card to his wizzo LieutenantBeall. Sampson had been paired up with Beallfor the last year, ever since his previous wizzo,Garrison, had retired. Garrison had been a no-nonsense, feet on the ground guy, who wouldhave been a perfect drill sergeant. In starkcontrast, Beall was an excitable kid made up of

    equal parts nervous chatter and wild theoriesand opinions about anything and everything. Ifsomeone took the time to print it, Beall took the

    time to believe it.

    Reading the back of the power key card, Beall turned to Sampson. Cap we cant take this oneout; we need a different one. Im not kiddinghere sir; we have to get another one from thedepot master.

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    Climbing into his battle suit Sampson pausedand thought. Oh great, it was going to be oneof those days. Pausing, and carefully choosingwords that would not encourage a reply orcomment, he answered in an exasperated tone,If you have to, just trade keys with someone.

    This is really nothing more than a quick ride through the countryside.

    Agitated, Beall pointed to the chassis number on the key card. I cant Cap. This chassis numberis the death number. You remember, I told youabout the death number.

    Exasperated, Sampson stopped getting dressedas he replied to Beall, You have told me abouta lot of superstitious crap since we paired up,and I am not going to make a fool of myselfby telling Reanko I need another CAV becausemy wizzo says the chassis number is bad luck.Anyway, if its chassis number is such bad luck,why is the CAV still around after all these years?So get ready, and stop wasting time.

    Sounding sincerely frightened, Beall pointedagain at the chassis number on the back of thecard. Cap, you know thats not how it works. Iknow its the death number 120050; we cant

    take this one out. To be anywhere near or around the number is sure death for us.

    Taking an aggressive stance, Sampson spokeslow and with emphasis. Beall, if you knowwhat is good for you, get suited up and in thatmachine. Or, I will punch your death number.You got that mister?

    Looking down at the oor, Beall turned to facehis locker as he replied, Yes sir.

    Sampson turned back to his locker as hecontinued, Trust me Beall, I wont let anythinghappen to you.

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    Spinner Road, in route to Forward TrainingAssembly Area Red 11Local Time: 0430

    Captain Sampsons com crackled to life as Beallsvoice shattered the silence. Cap, those tanks

    are drifting a little close to us, you want me toshoo them away?

    Ill take care of it Beall. You get all the navigationpoints downloaded yet?

    Last one nishing up. Hey Cap, I have someaircraft inbound that are not listed as part of thisexercise.

    Sampson punched up a screen and looked at the target track. No idea Beall, probably anotherexercise. Anyway, Im going to track south ofhere and

    The hypersonic urry of gatling gauss rounds tore into several tanks in the armor column,destroying the lead tank and bringing thecolumn to a halt. Appearing to shoot wildlyinto the air, the defensive re computers of thestricken tanks attempted to acquire their target.Sampson looked up and caught a glimpse of

    two Ghasts in the predawn night, as they pulledup from their stra ng run. All four Specters inSampsons section were already locking targetsas their automatic defensive AA red severalType 77h missiles skyward. The Specters salvosmade short work of one of the Ghasts while theother turned away heavily damaged.

    Suddenly the bright light of several massivebomb explosions illuminated the predawn night.Sampson and Beall watched in horror as a tank,lifted by one of the explosions, landed on topof Angel Wing and crushed its cockpit. Sampsonswung his CAV around and moved off the roadas Beall and the wizzos of Embreago and SecondStringer simultaneously began jamming theirelectronic signatures.Breaking the eerie post blast silence, Beallsexcited voice lled Sampsons headset. Cap,

    youre our section commander now. That armor to our left is forming up on us and wants to knowwhat we are going to do. I have a drop ship and

    two transport signatures in our area. We have a total of twenty-four target tracks and four havebeen identi ed. We have eight unknown target

    tracks inbound. No IFF emissions.

    Beall, tell them to form up behind us andprovide ECM support. Also, get me on theCompany and Battalion communication Nets, Icant bring them up.

    Beall reacted instinctively in his electronic world tapping and looked for a positive connection.No luck Cap; we are alone here. I now alsoshow two recovery vehicles on their way, but

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    theres still no IFF response on those eight target tracks. If they do not stand down or break awayin a few seconds, Im painting them hostile.

    Sampson turned the Specter CAV on an interceptcourse with the unidenti ed CAVs and punchedup Sec-Net. Section, our communication isblacked out at the moment. I consider this ahostile situation and not an exercise. Weaponsare hot, I repeat hot. I am punching up formationand target track information. Good hunting.Sampson thought to himself. Crap, this is no

    pirate raid, who the hell is attacking this uselessrock?

    Cap, that armored platoon has fallen in behindus and popped their ECM pod bubble aroundus.

    Following Sampsons previous instructions, the tanks spread out and took up defensive positionsalong a tree line facing in the direction of the

    targets. Sampson maneuvered his three CAVson an intercept course with the eight targets.The section communication net crackled withSampsons voice. Second Stringer, slow down.You are closing too fast. Lets pull up behind thatridge line. Each CAV took up a ring position.

    Cap, I have an IFF on those eight inbound tracks,and its not good. Four are Butcher CAVs, fourare Banshee tanks, and all are Malvernis. Thecom link was silent only a few seconds beforeBealls excited voice continued. Cap, theyrenot backing down. Embreago is reporting that

    the enemy has them painted with a targetlock.

    Sampson punched up Sec-Net, his voice soundeddry but strong. Fire as targets bare.

    Excitedly Beall called out. Cap, we got a bigproblem here. I have signatures on severalinfantry hidden in the river down there. Theyare probably attempting to ank us.

    Roger that, Sampson punched up Sec-Net.Ok, lets slowly back up into our armor and seeif they take the bait. The three Specters beganslowly backing up towards the woods behind

    them.

    Cap, they blinked rst. It looks like we have two Butchers moving up after us.

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    Beall, Butchers and Specters are not a fun ghtwhen you have the Specters. We are going toneed some help here. Have you been able tocontact the Co or Batt Nets yet?

    No sir, they are black as night to me.

    Before moving into the light cover of the trees, the three Specters Chain- red and emptied theirShriek missile tubes onto two of the advancingButchers. Cap, looks like we got a lucky hit onone. Its cooking-off, but little damage was done

    to the other. By the way, I think they know werehere.

    His tone of voice was both incredulous andsarcastic as he replied, Beall, somehow I think

    they already knew that.

    Sampson punched up Sec-Net. Gentlemen, itsshow time.

    Second Stringer red as the rst Butcher brokeout of a tree line. One missile hit the left kneeand one hit the right shoulder causing littledamage to the Butcher. The Butcher quicklyreturned re and sent several rounds from its

    R3 gauss gatling into the canopy and center torso of Second Stringer. Smoking, repair foambegan oozing out between the armor plates ofSecond Stringer as it backed up deeper into thewoods. Both Embreago and Dirty Dora red at

    the Butcher. Before Dirty Doras missiles found

    their mark, the Butcher rocked with explosionsand began falling backwards. The crippledButchers ejection pods popped, but it was toolate for the crew. They impacted with the treesand disintegrated. Maybe lucks just on our sidetoday Sampson thought to himself.

    As a second Butcher broke out of the tree lineand quickly put several rounds into Embreago,Sampson nished his thought. Then again,maybe not.

    Before either Dirty Dora or Embreago couldreact, another Butcher advanced and redseveral rounds into the right kneecap ofEmbreago. Finding their mark, the right kneebuckled, and the leg compressed, immobilizingEmbreago. A fourth Butcher advanced and redon Embreago. Sampson watched as Embreagoscrew punched out and miraculously cleared theforest canopy.

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    Tower of Mason

    Floor 100Templar Chief Marshal CarpentersOf ce

    With a spectacular view of the entire southernskyline of Viper, Chief Marshall Carpenters of cewas the second largest of ce on the prestigious100th oor. In charge of the Acquisitions andHoldings department of the Templar bankingsystem, Chief Marshall Carpenter was easily one

    of the most respected and powerful Knights in the brotherhood.

    Several holo-screens situated in the center ofhis main of ce played the live feeds recordedduring the WilPat-Vesta operation. Sitting in twolarge chairs that faced the holo-screens, ChiefMarshal Carpenter turned to Marshall Bryce ashe spoke, Yes, you did have a solution to thestalemate. I do believe negotiations with WilPatare indeed now concluded.

    When the recording stopped playing, both menrose. Carpenter escorted Bryce to the of cedoor. Carpenter shook Bryces hand rmly ashe said, Thank you again Marshall. I reallyappreciate the Malvernis touch. Oh, and pleasegive Margaret my regards will you.

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    Project TeamPatrick HaughtonMichael L. HoehneEd PughMatt RaganKevin Litch Williams

    Graphic LayoutDavid Y.G.T.B.F.K.M. PughBryan Stiltz

    Contributing AuthorsThane BarnierChristopher CarlsonRob DavisPatrick HaughtonEric KelleyMatt RaganShaun Rice

    Lanse TryonArtTim Talin CollierChris LewisNeil NowatzkiRoman Papsuev

    EditingAlyscia Clark

    CAV, Infantry, andEquipment Designs James BurrellBobby Jackson

    John Bear Ross James Van Schaik Neil Nowatzki

    CAV Miniature C.A.D.& Proto Type Work

    John Bear RossNeil Nowatzki

    Jon Walker and Talon Games

    Playtesters Joel Agee Jeremy BarnhillSteve Buck Thane BarnierChris Carlson

    Jim Graham Jeff HoffmanKeith JohnsonKeith LauritzenDon Lindsey

    Jeff Logan

    Shane MagillStephan Nagel

    Jason PapeTim PeasleeTim PuryearShaun RiceCheryl StormPete StormCraig TaylorBruce Windsor

    ReaperGames.comPatrick HaughtonGus LandtKit Pierce

    Special Thanks To:

    The Black Lightning Programfor introducing CAV into everycorner of the world.

    Mil-Net.netThe foremost and staunchestgroup of fans a game couldever ask for.

    Reapermini.com ForumsCommunity For creatinga place where we can allhave fun.

    While last, but not the least, avery special thanks to all of ourfans around the galaxy! Seeyou on the battle eld!

    From Rob Davis to MichelleDavis: Thanks for telling me

    to go for it.

    All artwork in all ReaperMiniatures Incorporated productsand the images contained thereinare the exclusive copyright andproperty of Reaper MiniaturesIncorporated. All intellectualproperty contained herein wascreated by the staff of ReaperMiniatures Incorporated or aswork for hire.

    Copyright ReaperMiniatures, 2006. All rightsreserved.

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    x

    Table of Contents

    Introduction 2IntraGalactic Survey 3Galactic Map 5Universal IntragalacticCommunication Command 6Technology 7

    Adon 14Malvernis 18Rach Empire 22Ritterlich 26Templar 30Terran 34

    Mercenaries 38Other Galactic Organizations 40Galaxy Wars 42United Corporate Organized Republics 48Appendix A 56Appendix B 58

    Core Rules The RAGE system 60 Declare, then Measure 61 Roll Dice in the Open 61 Give Data Card Information 61 Tokens and Lying Models Down 61 Time Scale and Model

    Scale 61 Bases 61 Model Facing 61 Metric and Hexes 61 Materials Needed 62

    Task Force Creation Name 63 Af liation 63 Points 63 Model Type 63 Model Role Designation 64 Movement Class 65 SA 65 DT 65 Mov 66 Exp 66 CCV 66 TC 66 Rpr 66 DV 66 Weapon Systems 66 Attack Type & Number of Weapons 66

    Task Force Creation (Continued) Rng 67 RAV 67 Type of Weapon 67 Name of the Weapon 67

    The Section 68 Section Type 68 Primary Section Types 68 Secondary Section Types 69

    A Galaxy At War Faction Af liation 71

    The First Turn Of The GameBattle Setup 72

    Independent Factions 72 Deployment Zone 73 Creating a Draw Deck 73 Conducting Deployment 73

    Game Turns After The First Turn Pre-Battle Action Phase 74 Initiative Phase 74 Action Phase 74 Types of Actions 75 Declaring Actions 75 Resolving Actions 76 End Phase 77

    Movement Moving Through or Between Other Models and

    Obstructions 79 Air 79 Friendly Infantry 79

    Base To Base Contact Contact with Enemy Models 80 Based and Unbased Models 80 Leaving Base-to-Base Contact 80 Gunship and Base-to-Base Contact with Ground Models 80 Infantry Charge Bonus 80

    Transporting Infantry Hitching a Ride 81 Getting on a Transport 81 Using a Transport that is Part of a Different Section 81 Getting Off a Transport 81

    Taking Damage whileTransporting Infantry 81

    Transporting Infantry(Continued)

    Shooting from Inside the Transport 81

    Line Of Sight Establishing Line of Sight (LOS) 83 The Line of Sight Corridor (Ground Level) 83 The Line of Sight Corridor (Eye Level) 83 Eye Level and Base Height 84

    Infantry and Gunship 84

    Cover Light Cover 85 Heavy Cover 85 Determining Cover Types 85 Ranged Attacks Direct Fire and Indirect Fire Ranged Attacks 86 Conducting Ranged Attacks 86 Declare Your Attacks and Targets 86 Lost Ranged Attacks 87 Ranged Attacks While

    Performing Movement 87Determine Range Point Blank Zone 87 No Fire Zone 88 Short Range 88 Medium Range 88 Long Range 88 Beyond Long Range 88

    Ranged Attack Resolution Determining When a Model Can Conduct Defensive Fire 90 Quantity of Defensive Fire Attacks 90 Defensive Fire Attacks and Range Bands 90

    Critical HIts 91

    Salvo Strike Fire 91

    Run N Gun 91

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    1

    Close Combat 96Close Combat Resolution 96

    Target Lock 98

    Jamming 98

    Repair Repair Action 99 Lingering Damage 99 Critical Success 99

    Regrouping Sections Regroup Action 99

    Specialty Actions 100

    Appendix C: Special Abilities Adjustable Munitions SA 103 Anti Gunship (AA) SA 103

    Avenger/# SA 103 AOE/# SA 103 Assault SA 104 Blaster SA 104 Bulky SA 105 Chain-Fire Pod SA (CFP) 105 Counter-Battery SA 105 Dropship/# SA 105 ECM Pod SA 105 Electronic Source Targeting (EST) SA 106 Engineer SA 106 FiST SA 106 Flamer SA 106 FRS/# SA 106 Gunport SA 106 Hauler SA 106 Hauler, Cruise SA 106 Increased Mobility SA 107 Infantry, Airborne SA 107 Infantry, Shock SA 107 Infantry, Jet Pack SA 107 Linked SA 107 NRF SA 107 Overdrive SA 107 Piercing/# SA 107 Pop-Up SA 107 Rat SA 108 Rugged SA 108 Shielding/# SA 108 Shredder/# SA 108 Smart SA 108 Soft SA 108 Specialist SA 108 Transport/# SA 108 Upgrade (Name) SA 108

    Appendix D: Battle eld Assets Use and Lose 109 Mine elds 109 Mine eld, Air 109 Mine eld, Ground 109 Mine eld, Removal 110 Armored Nano-Barrier 110 Un-Armored Nano-Barrier 110 Repair Module 110 Repair Module, Advanced 110 Satchel Charge 110

    Appendix E: Battle eld Support Strike 111 Battle eld Support Strikes Limit 111 Use and Lose 111 Artillery Strike 111

    Artillery Barrage 111 Artillery Bombardment 111 Cruise Missile 111 Cruise Missile, Atomic WMD 112 MOAB - Massive Ordnance Air Blast Bomb 112 Orbital Strike 113 Orbital Pinpoint Strike 113 Air Strike 113 Smoke Strike 113

    Appendix F: Task Force Upgrades 114 Bonuses Do Not Stack 114 Task Force Upgrade Scaled Costs 114 /# Costs 114 Adjustable Munitions 114 Avenger/# 115 Chain-Fire Pod (CFP) 115 ECM Pod 115 EST Pod 115 Engineer 115 FiST 115 FRS/# 115 Increased Transport

    Capacity 115 Infantry, Airborne Training 115 Infantry, Drop 115 Infantry, Shock Training 116 Infantry, Jet Pack Training 116 Infantry, Weapon Upgrades 116

    Appendix F: Task Force Upgrades (Continued)

    FA 45 MG 116 AA-52 Direct Fire Missile Pack 116 1a2 Automatic Grenade Launcher 116 AT-23 Direct Fire Missile Pack 116 Improved Maintenance 117 Orbital Gunship Insertion 117 Piercing/# 117 Reactive Armor 117 Rugged 117 Shielding/# 117 Shredder/# 117 Upgraded Weaponry 117

    Appendix G: Faction Doctrines 118

    AdonFire and Fury Warfare Doctrine 118Hyrwyda Dyrnel Doctrine 118

    MalvernisFanaticism Doctrine 118Conscription Doctrine 119

    Rach EmpireChildren of the Storm Doctrine 119No-Mercy Close Combat Doctrine 119

    RitterlichSuperior Tactics Doctrine 120Lightning Warfare Doctrine 120

    TemplarElite Training Doctrine 120Superior Equipment Doctrine 120

    TerranAir Superiority Doctrine 120

    Artillery Superiority Doctrine 120

    IndependentsSpoils Of War Doctrine 120Free-Form Organization Doctrine 120

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    Combat Assault Vehicle (CAV) rst debutedat Origins in 2000. It was a game for a newgeneration and new millennium of war gamers.CAV was created with Combined Arms futuristiccombat as the central theme the ability of aplayer to command forces composed of infantry,gunships, tanks, and especially giant mecha.The game system was based on the principlesof player control, smooth play, and simplicitywhere possible. The Damage Track engine wascreated, the concept that most of a Modelsgame-related information would degrade as theModel took damage.

    The Reaper Adventure GameEngine (R.A.G.E.)

    In preparation for Reapers return to the fantasyminiature war game market with Warlord, we

    took a closer look at the Damage Track systemand realized that there were a few re nements

    that could be made. This led to a two-yeardevelopment process that resulted in theReaper Adventure Game Engine (R.A.G.E.); acommon game rule architecture and engine forminiatures war games with Damage Track fullyincorporated as the central feature. Warlord wasreleased in the fall of 2004. It was time to take

    these re nements and R.A.G.E. back to CAV. Thegame where it all started would now get a newlook featuring fantastic new art, a re ned ruleset, and have its ctional game universe updatedwith the events of the past 4-5 years.

    New to CAV?

    If youre new to CAV, new to science ctionwar games, or even new to miniatures gamesin general, we welcome you. Allow us to take amoment to describe what CAV is and what CAVisnt.

    What CAV Is Not

    CAV is not bogged down by endlessly complexrules that have you counting every little point,bullet, or bubble. While the game is simple, itis not oversimpli ed. Tactics and smart play willdecide the outcome of the battle. Commanders

    that can react quickly and effectively marshal their resources will win.

    What CAV Is

    Its fast, fun, easy to learn, dynamic, futuristic,

    high-tech warfare brought home to your diningroom table. CAV is about getting together withyour friends and spending an hour or two rollingdice, pushing around some technologicallyadvanced war machinery, and maybe evenmaking sound effects as things get blown up.Youll have hours of enjoyment trying to gureout new ways to outfox your opponents. If youalready know how to play Warlord, youll nd

    that you already know the basics of playingCAV.

    Returning CAV Veteran?

    This book expands the CAV universe and advances the time line to 2274. The UCOR war eruptedand the seeds of discord it planted bore a bitterfruit, the Second Galaxy War. This book will giveyou new glimpses into the politics of this eraand the factions struggling for dominance. You,like the characters of the CAV Universe itself,are old veterans of the free-wheeling years inbetween the Galaxy Wars.

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    Anyone that travels outside of their home star

    system knows about the IGS. The IGS providesfour major services to the galaxy. First, it travels the universe seeking out new inhabitableworlds, charting new star systems, andsurveying potential colony worlds. Second, itbuilds, maintains, and patrols commercial jumpstations throughout the quadrant that remainstrictly neutral and available to all. Third, theIGS maintains the network of Galactic RelativeTime (GRT) pulse buoys throughout the civilizedparts of the galaxy. Fourth, it charts, les, and

    maintains mining claims that are universallyrecognized.

    The IGS is the largest, most powerful, andin uential UCOR in the Galaxy. The star systemname and numbering system that allocates a0 to Avalorr, 17 to Capella, 21 to Tor-Nor, 31

    to Mohr, and 120 to Sol was created, codi ed,

    and used by the IGS long before regular travel

    between these systems was possible.For over a hundred and fty years, the IGS hasbeen providing these services and charting thestars regardless of wars, recessions, or galactic

    turmoil. Generating all of its revenue from tollscollected by its jump buoys, they have become

    the very backbone of the galaxy.

    Interesting Facts & Figures on the IGS

    Began as the Of ce of Charting and Survey, founded in 2127

    Averages 250 new mining and colony operations charted eachyear.

    The IGS regularly contracts private citizens, scientists,adventurers, and explorers as part of an IGS auxiliary programknown as the Galactic Ranger Corps.

    Maintains 397 public and private jump stations covering theknown galaxy with more being surveyed and built each year.

    Current IGS Census estimates place the population of ourgalactic quadrant at 760 billion.

    Expanded in power with the nationalization of the nowdefunct Adonese private corporation formerly known asGalactic Transport Services founded in 2154.

    IGS pioneered the development and use of the DynamicStream jump station.

    The pride of the IGS cold navy, the Vanguard Class explorerships, are 917 meters long from its forward observation deck

    to the back of its engine shrouds. These politically neutralexplorer vessels feature components from 3 major UCORs(RMI, Borsig-Spline, and Hughes-Marietta) and 17 minor corps.They can support their full crew of 2000 scientists, researchers,

    technicians, explorers, and their families inde nitely, assuming their hydroponics systems are fully functional (six months onstored supplies alone). However, three years is the practicallimit for a single voyage. For defense, the Vanguard class shipsmount 32 defense turrets and a small ight deck with two ghters and six shuttlecraft as well as docking ports for up to

    4 additional small craft. Several modular components of theVanguards can be jettisoned and atmospherically dropped toa planets surface to establish a community or primaformingcolony in the event of an emergency.

    The IGS maintains its neutrality in the current Galaxy War andcontinues to conduct exploration operations in the GalacticFrontier. By several treaties, the location of any military deserteris to be transmitted to the proper authorities. However, it iswell known that the IGS doesnt actively look for deserters inits own ranks, and if a deserter keeps a low pro le, they areeffectively safe.

    Organization: IntraGalactic SurveyHeadquarters: Eoan, Arveni, Avalorr

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    Galactic RingsTwo circles appear on nearly every publishedversion of the known galaxy map. These circlesare known as the Galactic Rings and are adescriptive concept that the IGS has used in

    internal communications for about 30 years.Any system that is very close to Avalorr, orinside the area of the rst circle, is called aCore System. Any system that is inside the areabetween the two circles is called an Inner RingSystem. A system that is outside the two circles,but has a public jump station, is called an OuterRing System. Every unexplored, unmapped, orundocumented star system is considered part of

    the Galactic Frontier. A Galactic Frontier systembecomes an Outer Ring system as soon as a

    jump gate has been established.Jump StationsMost of us are well familiar with the PrimaryLanes that provide our worlds with goods broughtfrom all over the civilized galaxy. Currently

    there are 197 public jump stations that form thePrimary Lanes of the IGS Public Jump Network.Each IGS Jump Station is a fortress of weaponry,satellites, equipment, and patrol craft dedicated

    to defending itself. Strict neutrality has kept the IGS uninvolved with the two Galaxy Wars.Stations accept transmitted tolls, assist with

    jumps, monitor traf c, and relay information.However, the IGS Public Jump Network is not

    the only jump station network in the galaxy.

    Private Jump Networks

    Private Jump Networks have been around fora long time. However, since the Second GalaxyWar broke out, they have become a topic seen

    regularly on the news networks. Each majorgovernment and several of the UCORs maintaina network of private jump stations. These jumpstations are masked and, due to the vigilance of

    the owners, are very hard to nd. It is through the Private Jump Networks that war supplies andreinforcements can be gathered in staging areas

    for the nal hyperspace jump into a combat theater. The constant patrolling and sweepingof government cold naval forces ensure thatspace around the various home worlds are freeof covertly built private jump stations or evensurveying ships seeking to establish a temporary

    jump station.

    Jump Station Construction

    Large vessels like the IGS Vanguard class explorerships carry the necessary equipment to conductmore conventional hyperspace travel to farsystems and establish temporary jump points.Due to the nature of the dynamic stream jumpsystem, jump routes cannot be establishedbetween any random two points. A vessel that

    seeks to establish a jump point must travel to the place where a jump point is desired andconduct extensive surveys of the surroundingspace-time fabric. This process can take monthsor years. Even when successful, the surveysmight yield a jump point that is several scoreand even sometimes hundreds of AstronomicalUnits from the systems star. There are manystars that are inaccessible from what appear

    to be close stars. They may only be reachedby going through a farther star system because

    no suitable jump station could be established.Vanguard class ships are designed to stay outin space for periods of 2-3 years, but the IGSESSilver Spear set a record when it took 5 yearsand 2 months to nd and establish jump station152 in the JC1602 system.

    Once a suitable jump station location isestablished, the survey ship will deploy the jumppoint satellites and equipment that allows theheavy construction equipment and supply ships

    to jump directly into the new location. Usually the survey ship stays on station until jump stationconstruction is complete. Construction of a new

    jump station is a process that will take severalmore months and the temporary jump stationremains open throughout the process.

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    If you ever had to look anything up forreference, wanted to watch a holovid, check

    the news and local weather, nd the jumpgate status in your system, or check the latestclassi ed advertisements, you were probablyusing the UICC Net. The UICC maintains thelargest, most stable, most robust, and longestreaching communications network in the knowngalaxy. Though it is not a UCOR, it functions andoperates like one. Additionally, it is accorded

    the same level of autonomy reserved to UCORsby the various galactic governments. The UICCspeci cally avoids of cial UCOR status sinceit would require a government charter, and

    this might be perceived as bias towards onegovernment. Additionally, since the end of the

    Great UCOR war, this policy has actually helped

    the UICC maintain its positive public image.Security, reliability, and availability are the threeoperating criteria of the UICC - in that order.No other secular and independent organizationin known space places such a high standard onpersonal integrity, honesty, and responsibility.High personnel standards and state of the artproprietary security systems ensure the protectionof any encrypted transmission sent across

    the UICC network. Methodical maintenanceand regular contracting of mercenaries to

    supplement their own security forces to defendcommunications relay stations ensure reliability.Each year, the UICC works with the IGS localand galactic governments to establish new UICCstations in even the most remote places of thegalaxy.

    Kept in the shadowy depths of the UICC, butextremely well known by the public throughout

    the galaxy, is the UICCs DIS (Department ofInformation Security). The DIS force hunts

    down, prosecutes - and in Rach, Adonese, andRitterlich space terminates with prejudice -several thousand self-styled net pirates eachyear. Independent systems have varied levels ofpunishment authorization for the DIS. However,few worlds are willing to suffer an informationblackout and will usually comply with requests

    to extradite suspects for execution outside ofits own space. The Malvernis Empire, TerranFederal Government, and Of ce of the FirstKnight of the Templar Order all work with UICC

    DIS to prosecute and punish net pirates, but they do not give the DIS permission to operateindependently in areas under their control.

    Organization: Universal IntragalacticCommunication CommandHeadquarters: Tharsa, Haldor, Avalorr

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    Power

    Without electrical power, the universe stopsfunctioning. There are multiple methods ofproviding electrical energy to the masses, butwere going to focus on the primary three.

    FusionFusion systems provide starships, space stations,urbmon cities, (Urban Monoliths, the verticalsuper-cities common on heavily developedworlds), and odi cities (the oating super-citiescommon to water worlds), with power. Fusionsystems are huge and extremely complex. Atits most basic level, a nuclear fusion system

    takes light nuclei and combines them to createenergy. As an energy source, fusion has severaladvantages since light nuclei are plentiful and

    the end products of fusion are light stable nucleirather than heavy radioactive nuclei. While

    the principle of fusion is simple, the actualmachinery and technologies involved are not.Fusion systems are too cumbersome in termsof size, cost, and maintenance for anythingless massive than a city or starship. For theselarge power consumers, nothing less than fusionpower provides suf cient levels of energy tomeet demands.

    BreedersBreeders are the workhorse energy source foranything smaller than a starship or city and larger

    than personal electronics. The smallest breedersrequire an area roughly 30cm by 10cm by10cm (not including the T-Gel cells). Such smallbreeders provide barely more energy than someHCC batteries, but lifespan is the advantage.With even a mere st sized T-Gel cell, a smallbreeder can run for days. The largest breedersare, of course, used in industrial or militaryhardware like CAVs, large civilian transports, and

    small atmospheric

    ying craft. T-Gel is inert, andBreeders are considered very safe. Nevertheless,it has been documented that, if a breeder isseverely damaged or ruptured mid-cycle, thedamage can result in a very large instantaneouselectrical discharge.

    The principal of a breeder is fairly simple even though, like fusion, the actual technologyinvolved is quite advanced. A breeder has twostorage tanks (called cells) that are attached. One

    cell is empty, and the other cell is

    lled with T-Gel(a substance primarily derived from Tyburiniumore). For safety and handling purposes, T-Gel isdyed a bright, almost phosphorescent blue andscented with an additive that makes it stink.

    The breeder requires an initial electrical charge,provided by a battery, to start the chemicalprocess. Once begun, T-Gel is cycled through

    the Breeder as it is converted to Z-Gel in aprocess that creates electrical energy. Z-Gel is

    then converted back into T-Gel and the processcontinues. The energy created by the breederduring this conversion process is used to providepower to any attached devices.

    Very little matter is actually lost during aBreeders conversion cycle, but after roughly20 cycles the T-Gel cell needs to be replaced.

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    Breeder cycle times vary based on the size of theBreeder, but generally a cycle is about an hourfor small portable breeders and a day or morefor the larger Breeders. Recent advancements inmolecular re nement are helping to increase T-Gel conversion ef ciency and dramatically boostbreeder output.

    HCC BatteriesHigh Capacity Chemical (HCC) batteries vary insize from nano applications to extremely largespace ship applications. They are rechargeable,and we use them in nearly every personalelectronic device we own. Most personalweapons use HCC batteries where needed.Additionally, HCC batteries are used to initiatebreeder reactions and provide us with electricalbackup power in the event of a problem.Depending on how quickly electrical energy isbeing used, an HCC device can last an entireday of regular usage or mere seconds of intensedischarge.

    Core Battle eld Technologies

    Bellar JointsChances are you use Bellar Joints every day,even if you dont realize it. These frictionless,computer controlled electromagnetic joints are

    found in everything from cargo doors and wheels to arti cial limbs. While we may take them forgranted, the military certainly does not.

    If it were not for Bellar Joints, the massive warmachines known as CAV would not exist. With

    the average CAV using over 1,400 Bellar Joints, they have almost the same range of motion and the dexterity of a humanoid body. Bellar Jointsgive CAV speed and mobility unparalleled on thediverse battle elds found throughout the galaxy.

    Bellar Joints also give CAV the ability to rotateshoulders and elbows to bring their weapons tobear in the blink of an eye without imposingany unnecessary G-forces on their crew.

    When You Start Something, Finish It In Style When You Start Something, Finish It In Style!

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    Robotic Micro Engineers (RME)Youve probably seen a vid-feed of a damagedCAV covered in a foamy substance. That foamis the lifeblood of a CAVs automated repairsystem. It is used to transport the Robotic MicroEngineers (RMEs), which are the incredibly

    small nanobots that do the actual repairs, to thedamaged area of the CAV. Reserve tanks along the CAVs internal skeleton ensure that all majorlocations have instant access to RMEs, whilea network of hoses allow the wizzo to transferfoam from tank to tank as needed in the eld.

    While the system is mostly automated andknows which vital systems to repair rst, thewizzo can pull up a 3-D model of his CAV andview the details of any damage. He can then give

    speci c directions to the RMEs or their cousins,Electronic MicroEngineers, which are used torepair internal damage to the CAVs electronics.

    Infantry ProtectionThe mandates of survivability and functionalityhave driven the latest technology of individualinfantry protection to a standard only dreamedof during the rst Galaxy War. Known as theValdak Armor Protection System (VAPS), VAPSwas developed by the SyRam Kendric Labsdivision during the First Galaxy War. Widespreaddeployment of VAPS into Terran military unitsbegan in 2165 and as with any truly innovativeidea, reverse engineered copies soon found theirway into several large and small military forcesacross the galaxy. Infringement lawsuits broughtby SyRam earned minor nancial results and, by2269, SyRam had completely stopped pursuingviolators.

    VAPS provide protection against several threatsby incorporating drastically different solutions

    that overlay and support each other to form aworkable material that can be universally used. Two components of VAPS provide excellentkinetic protection. First, there are nano layersof woven base material that dissipate andabsorb the energy of the impact and spread it

    over a wide enough area, so that the projectilesforward momentum will be stopped. Second, isa solid exible coating around each stand of theweave that is composed of sub nano-particlesof silica and ceramic suspended in a gel. Thiscombination of soft and hard components

    results in a material with unusual properties.During normal handling, the gel coating is very exible. However, once a high-speed projectilesimpact with it, it transforms into a rigid armor-like material. These two properties give the VAPSuser an incredible level of protection againstkinetic attacks.

    The gel used in VAPS has two additional, andextremely important, properties as well. First,

    there is the automatic seal created when piecesof VAPS come into contact with each other. Thisseal achieves instant protection from almostevery known biological attack and allows thesoldier to function for short times in most hostileatmospheric worlds. The second bene t is due

    to the fact that the non-conductivity of the gelprovides excellent protection against all types ofenergy attacks by simply grounding or de ecting

    the attack.

    VAPS achieves stealth and camou age by thesmart color change of the suspended sub nano-particles of silica and ceramic. These nano-particles can accept commands to change colorand project a logical, passive illusion of thesoldiers surrounding environment. VAPS stealth

    technology avoids electronic detection by notemitting light or heat; they simply change theirexternal color.

    Powered Infantry Battle Armor

    A man in a suit of Powered Battle Armor is anawe-inspiring sight. The average battle suitstands roughly two and a half meters tall andcan weigh as much as 200 pounds dependingon its weapons and equipment load-out. Everysuit comes with atmosphere scrubbers to dealwith noxious atmospheres and its own internal

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    supply of oxygen for truly poisonous or low-oxygen environments. Bellar Joints throughout

    the suit amplify the users own abilities andallow for increased strength and movement.Climbing and rappelling gear are built into mostsuits and enable powered troopers to go almost

    anywhere. The most common options seen onPowered Armor is gyro-balanced weapon mountsand integrated ammo bins which allow a singlesoldier to use crew-served heavy weapons.

    CAV and Vehicle Armor The most effective armors are not singlecomponent systems, but rather multi-componentarmors that combine layers of dissimilarmaterials. Multi-component armor systems aredesigned to provide protection by controlling

    the disintegration of the armor itself as it stops the incoming attack.

    The structure of modern CAV armor usuallyincludes an outer ceramic layer which acts toblunt and wear down the projectile of a kineticattack or, with its amorphous structure re ect,de ect, and resist energy based attacks. Amore exible, yet stronger, layer of liquid steelsupports the armors ceramic layer and traps theslowing pieces of a kinetic projectile or absorbs

    the heat created from an energy attack. The third layer is made up of woven ber designed to consume the remaining energy of a kineticattack as it catches any remaining pieces of akinetic attack. The forth layer consists of an anti-spalling layer designed to keep pieces of thearmor from breaking off and becoming internalprojectiles.

    Immersive Fire Control Systems (IFC)The IFC consists of a full-face helmet, a pair of

    sensor gloves that can interpret the smallest ofhand movements and a score of cables that feedfrom both helmet and gloves into the vehicles re control computer. While In Deep, the termwizzos use to denote an active IFC, they arecompletely cut off from the real world. For thewizzo, the IFC generates a view of the computer-

    generated battle eld. Sensors in the helmetfollow the wizzos head movements along all3 axes, rotating his viewpoint and allowinghim to effortlessly track targets regardless ofwhat direction the CAVs torso and weaponssystems are pointed. Special gloves are used to

    handle the multitude of tasks he has to performduring combat. Tasks are completed by a seriesof rapid and precise hand movements with

    targeting tied to the primary hand and weaponand communication controls made with theoff-hand. The wizzos gloves also enable him

    to bring up a series of windows and simulatedcontrol panels that give him full access to hisCAVs electronics and computer systems, as wellas its repair systems, without ever having todeactivate the IFC.

    Thaurix Patent Interface HarnessWeve all seen CAV pilots on the recruiting vidslooking dashing in their combat suits. Commonlyreferred to as Nolads, the most common brandof military-spec suits, CAV crew suits are part G-suit, part environmental suit, and they provide

    their wearer with resistance to inertial pull andextreme cold and heat out of the box. Nanitesembedded in the collar and cuffs allow the suit

    to form airtight seals with gloves, boots, and

    a full-face helmet to add protection duringexposure to vacuum, neurotoxins, and all but the highest levels of radiation. Finally, a built-in harness attaches to the wearers chair, usingan arrangement of straps and buckles, andkeeps him securely fastened during combatmaneuvers.

    While the cockpit provides the pilot with hisprimary view of the battle eld, his helmetsvisor is capable of providing video feeds from

    all points around the CAV in either large,line drawn overlays or in smaller, full-colorwindows. In instances where the wizzo orDefensive Fire Computer turns the CAVs torso

    to deal with a target, the helmet automaticallydisplays the CAVs current vector. This allows

    the pilot an uninterrupted view of where he is

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    going. Topographical information is availableat all times, and the ground directly in front of

    the CAVs current path is displayed along thebottom of the visor with potential trouble spotssuch as boulders and holes highlighted. Sensorsin the helmet keep constant tab on the pilots

    inner ear to help maintain the CAVs gyros andmonitor his pulse and other vitals. The wizzo isalerted of any problems that may arise.

    Computers handle most of a CAVs normalmovement, but in combat, the pilot relies onpaired ergonomic joysticks and foot pedals togive him total control. The joysticks are used tocontrol the CAVs legs that enable them to walkforwards or backwards, step up or down, crouch,and side step. Each joystick has a wide array

    of triggers, buttons, and switches that allowsinstant access to most data the pilot requires aswell as a back-up IFC system in case he needs to

    take over for the wizzo.

    The foot pedals magnetically latch onto thepilots boots and control the CAVs feet whichallows for the same range of motion that thehuman ankle employs to maintain balance. The

    pedals also permit the pilot to turn the CAVs torso if he chooses to override the wizzoscontrols or the Defensive Fire Computer.

    Gollinel Patent Interface HarnessIn 2262 Borsig-Spline introduced the Scorpion

    CAV, and with it, came a radical change in theway a CAVs crew was housed. Most CAVs seat their crew in single le, with the pilot in frontof the wizzo, but the Scorpions short heightrequired major changes to the cockpit in order

    to retain the design teams original design andpro le. After half a dozen prototypes were

    tested and scrapped, it was the design from a junior engineer named Meirim Gollinel that nally set production back on track. Insteadof seating the crew one in front of the other,

    Gollinel took advantage of the Scorpions widebody and placed the crew side by side. To reduceas much height as possible, she replaced thestandard seats with specially designed frames

    that the crewmembers actually straddle and situpon. This leaves them in an extremely forwardleaning position, which is much like that of anymodern-day magnabike.

    Wherever the Wherever thebattlefield takesbattlefield takes

    you, the Scorpionyou, the Scorpiongets you theregets you there!

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    The pilot still relies on the same paired sticks that all CAV pilots do to control their machines,but nger buttons on the Scorpions sticks allowfor precision control of each individual legwhen required. Instead of the standard array ofbuttons, gauges, and switches in front of him,

    his controls are laid out to the outsides of hissticks and along a center console underneath hishead. His foot clamps function slightly differentlyas well. They allow him to make the Scorpioncrouch down, extend its legs to increase height,or widen them out to maintain a steady stance.On the wizzos side, things look pretty much thesame, although the backup control sticks are slidout of the way which allows the wizzo the rangeof hand motion required to accomplish his job.

    The Scorpion had one last special requirement that necessitated attention: its ejection system.A standard ejection seat would have launched

    the crew straight up into the CAVs massivegauss cannon with dire consequences, so a newsystem needed to be devised. Borsig-Splines nal solution was to eject the entire cockpitarea in a sled-type assembly. When the ejectcommand is given, rocket boosters launch theentire center section of the Scorpions headand separate it from the Fire 12 DFMs attached

    to its sides and the rest of the body and drive the sled to a safe distance away from the CAV. While the unique seating positions requirespecial Nolad suits for Scorpion crews, the entireGollinel con guration has worked so well thatBorsig-Spline opted to utilize it in both theirSpider and Ogre CAVs as well.

    Weapon Technologies

    Energy WeaponsThere are three basic energy types in use todayon the battle eld: laser bolt gun (LBG), theparticle bolt gun (PBG), and what is now beingof cially referred to as the Psyro Plasma Gun(PPG).

    Laser bolt guns re beams of energy focused ata single point. Collecting charged particles intoa condenser, the LBG res a small compressedblast, or bolt, of the particles. Particle bolt guns superheat subatomic

    particles and then propel them downrange in asupercharged blast of plasma. Most particle boltweapons can switch between neutral particle orcharged particle depending on whether or not

    theyre being used in atmosphere (charged) orvacuum (neutral).

    Information concerning the performance of PsyroPlasma Guns is not something UCORs or GalacticGovernments want to share and is undoubtedly

    the focal point of new technology research.

    What is commonly known is that they appear to be a wide beam version of the Partial BoltGun that creates a eld of plasma splatter thatmakes them very destructive against unarmoredor civilian targets.

    Gauss WeaponsGauss technology hasnt changed much in severalcenturies other than re nements here or there. Aballistically stable shape made of molecule-sized,negatively charged, ferrous pellets suspended in

    a ceramic material that makes up the bulk of the round is propelled down a barrel via linearmagnetic acceleration. Hypersonic velocitygauss slugs can easily puncture buildings andarmored vehicles. When ghting in cities, theblast pressure of gauss weapons ring has beenknown to shatter windows and blow over lightstructures.

    Rail and Gauss GunsGenerally speaking, a rail gun is used by a planet

    or space station to launch payloads. Usuallya sled or conveyance is placed over, on, or inbetween two or three long rails, and then apayload is placed on the sled to be accelerated bya magnetic pulse traveling down the rails. Gauss

    technology uniformly accelerates the projectileby pushing/pulling it via electromagnetic coils.Basically, if it has a barrel around the projectile its Gauss. If you can see the projectile its arail gun.

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    Propellant WeaponsEf cient in all environments, combustiblepropellant is used in everything from pistols tolarge artillery. Named after the engineer and

    the lab that developed the rst deployablepropellant system, the Harkon-Lucet Propellant

    system (HLP) is todays battle eld standard.The HLP system is a disposable magazine thatcontains three components: a case-less projectile,unmixed gel in two separate chambers, and abattery. When the weapon is red, a piston in

    the magazine mixes the two-stage propellant.Once mixed, an electrical current ignites themixture creating an explosive chemical reaction

    that ejects the round. HLP weapons also do wellin the rate of re category. Single barrel systemsare capable of maintaining rates of re around

    500-650 rounds per minute. Multiple rotarybarrel and multiple ring chamber systems canreach rates of re upwards of 5000 rounds perminute.

    Missile SystemsModern day missile systems fall into threegeneral categories: direct, indirect, and cruise.

    Direct- re missiles, such as the systems foundon most CAVs, are small but deadly. They

    sacri ce a large warhead in exchange forspeed and targeting capabilities. When a wizzogives the missile its launch order, he simplydesignates the target and deploys the missile.The missiles internal targeting system evaluates

    terrain and other threats to determine the bestpath to the target and the point where the targetis most vulnerable.

    Indirect- re missiles are much larger than theirdirect- re brothers and require constant control

    by their wizzo to ensure an accurate on-targetdelivery. Their size allows for multi-warheaddelivery systems to rain shrapnel and concussiveforce down on everything in their blast radius.

    Cruise missiles are easily the biggest threat facingany force on the modern battle eld. Capable ofdelivering a wide array of munitions includingatomic bombs, cruise missiles are a very highpriority target. Cruise missiles are capable ofsustained nap of the Earth ight and are agileenough to take advantage of most terrain tocover their approach. Their targeting systems areon par with those of any CAV and allow them

    to avoid enemy units until they have acquired their target.

    The WarlordThe Warlord Superior FirepowerSuperior Firepower Superior Technology Superior Technology Superior Price Superior Price

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    ADONGovernment : Adon Economic Community (AEC)Star SystemsHome : Avalorr (0)Major : Baten (1), Janoch (63), Mig (85),

    Procyon (19), Sar (71), Suhail (30)Total : 19Census Estimate : 98 billionRacial Composition : 97% Adonese,

    1% Terran, 2% Other

    Avalorr Prime is a garden world with two majorlandmasses. Adon is far larger and lies mostlyin the northern and western hemispheres.Ritter is mostly in the far southern and easternhemispheres. Avalorrs climate ranges from

    temperate forest to desert and varies widely

    between tropical jungle and frozen ice cap.As the Prime world of a binary star system,(Avalorr and Dantilorr), Avalorr Prime sufferssevere climate changes in 14-year cycles. Manylarge coastal cities are huge arcologies that areseveral kilometers tall and a few kilometerswide at the base. The oldest cities on Avalorrare located centrally on the continent as wellas in the mountains and highlands. These citieshave the luxury of being able to spread overlarger areas with no risk of cyclic ooding

    when the ice caps melt, and they usually enjoycooler climates due to their higher elevations.Modern science, architecture, and engineeringhave rendered the earthquake and volcanicactivity of Avalorr more of a nuisance than a

    threat though, during the years of Dantilorrsproximity, they are still a hazard to be respected.

    Amphibians and incredibly adaptive lowvegetation are common and very active during

    the Years of Water. Mammals and resilient highvegetation, such as trees, are more commonlyseen during the Years of Ice when the starsare at their furthest points. Avalorr also sees

    widely varying tidal action due to the interplayof Avalorr Primes two small moons (Pendarrand Lonarr). Non-Native visitors are oftensurprised by the beauty and abundance of oraand fauna present on a world with such extremeclimate and gravity. This is especially true in themany Wildlife Refuges that dot the continentand serve as living zoos or museums. Though

    the Adonese people are renowned throughout the Galaxy for their culture, dance, acrobatics,martial arts, arts festivals, and achievements in

    the tech and economic worlds, they tenaciouslymaintain their more naturalistic and primal ties to the world of their origin. Excerpt from Eleanors Notes in SydesGuide to the Galaxy:

    Just spend one week wandering the OkuranGrand Reserve on foot during a winter. Thememories of the broad vistas and fragrance of

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    the wild blue frost blossoms will stay with you allyour life. Simply stand and observe the beautyand power of a white seven-tined Okuran stagin a snowfall with hot geysers behind causingsteam to drift by and bejewel your clothingwith ice crystals. Friends, Ive been to a lot of

    worlds but it is in places like this that youllexperience rsthand the source of Adonese inner

    tranquility, strength, and con dence - what theycall Tangenel. The Adonese have a saying, Only

    the strongest roots grow the tallest trees.

    The Adonese refer to themselves as, and in manyways have a rightful claim to the title, Eldestof the Sapient Races. Sometimes they refer to

    themselves as Gwur Hona, or the rst. Theywere the rst race to reach the stars (followedclosely by the Ritterlich) and the rst race tocolonize a star system light years away from

    their own. The Adonese were the rst to observe the Grand Harmonies of the major races suchas the planets of Avalorr Prime, Capella Prime,Mohr Prime, and Sol Prime (Earth) which allhave stars directly over their northern pole axis.The leading Grand Harmony theory is that thisallowed the races from those worlds to developglobal exploration far faster than on worldswithout a pole star which eventually led to theirprominence in the galaxy.

    Perhaps due to their self-perception as theEldest race, the Adonese have taken for

    themselves the responsibility of maintainingpeace and safeguarding civilized governments.They send diplomats to settle disputes all over

    the quadrant. Though they did not discover the Terrans, the AEC negotiated the terms of the peace that ended the RachTerran war andintroduced the peoples of Earth to the otherGalactic Core cultures. Cynics are quick to pointout that the terms of any such settlements areusually economically bene cial to the AEC(the Vela Peace Accord included). Several such

    diplomatic actions have even produced a violentbacklash. The Terrans, in particular, seem toresent being treated as an erring younger brother.

    Economic prosperity, security, individualfreedom, and ne culture are hallmarks ofAdonese controlled space. For example, Adonesemartial training begins in the lower schoolsduring childhood. By the time a young Adonesebecomes an adult, he or she is usually pro cientin several forms of dance, unarmed martial arts,

    traditional broadsword fencing, and gymnastics.Education is not purely physical either. Thestate schools ensure that a new citizen is fullyversed in both the cultural and military historyof his or her state as well as the basic needs ofmodern education (math, technology, law, civicduty, etc.). Adonese of cers are drawn from the nest military academies that integrate cuttingedge technologies with solid military doctrine.Military academies, like the Universities, arestate-assisted meritocracies where only the bestand brightest do well. In addition, Adon has noseparation between civilian police, and the armedforces and cities are well protected from internalcriminal threats and external attacks. This culturalblending of the policeman and soldier roles hascreated an entire army that is very pro cient inurban situations and - disturbingly - in restoringsocial order after a successful NADO invasion.

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    The AEC (Adon Economic Community) is thecurrent government of the Adonese people.For 250 years the democratic member statesof the Adon continent - Arveni (Arviniel),Breonne (Breounnel), Hakir (Hakeerel),Haldor (Haldourel), Heimdall (Hymdalanel),Highlands (Ynadenn Uka), Kjord (Keeourdel),Okura (Oukurel), Racheau (Rashoudel), Telluria(Telureeanel), Vestonia (Vestouneeanel)- haveworked together to direct the future of theirpeople. Every 14 years, the executive powerof the AEC is passed to a new member state

    by a vote. No member state can govern twoconsecutive spans, though they may be electedagain after only one interval. The currentChairstate is Breonne, elected a second timeafter an interval period governed by theirpolitical twin Racheau. Breonnes term ends in2275. Experts predict that the ruling FreetradeConservative Party may be replaced by the moremilitant Galactic Union Party headquartered inArveni, which has been gaining power since theend of the rst Galaxy War and has become adominate voice since the outbreak of the second.

    The Adonese are considered the vanguard in allmatters of galactic high culture. Their open andinclusive society allows them to pick and choose

    the best from any race or people with which theycome in contact. Bredalee gwur Gorel is the termin the Adonese language that best exempli es

    their view on most matters, Always the Best.

    Visitors to Adonese worlds are often surprised to nd iconic elements and aspects of their ownculture expressed somewhere or somehow. Forinstance, when the Terrans joined the galaxy,

    their history was mercilessly picked through forany interesting or new ideas. It was the same for

    the Rach, Malvernis, Yedarians, etc. The Adoneseseem to consider the Galaxy and all life as being

    there for them and for their own enjoyment.This does, occasionally, cause friction. The otherraces have been known to discount the Adonese

    with phrases like theyre dancers, not ghtersor theyre too busy learning new ways to grow owers, but the Adonese consider such termscompliments and expressions of envy. After all,Adons military history speaks for itself. NADOensured galactic security long before anyoneelse, and Adon did ght key battles and securekey objectives to ensure a Coalition victory in

    the rst Galaxy War. The Ritterlich, Rach, and

    Terrans have learned at great cost that when thehelpful Adonese hand makes a st, it strikes hard.

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    MALVERNISGovernment: Empire of MalvernisStar SystemsHome: Capella Prime (17)Major: Hydra (65), Syrma (165), Priam(14), Tania (108)Total: 19Census Estimate: 78 billionRacial Composition: 88% Malvernian, 6%

    Terran, 4% Adonese, 2% Other

    Capella Prime, known as Malvernis (OnyxThrone) to its natives, is a water world shroudedin ever present clouds. What little land there israrely sees the light of the pair of nearby stars.The twin yellow binary stars give off intense heat,and the proximity of two red dwarf stars bothless than 1/6 of a light year away make arrivals

    to Capella via the Jump Point very rough. As aresult of the intensity of the twin stars, there areno ice caps on Malvernis, and the heat evaporates

    the surface layer at an increased rate in mid-summer creating violent storms. Visitors andpilgrims to the heart of the Khardullan Religion

    that wish to travel to make planet fall must plan their arrival during low atmospheric volatility to reduce the risk of crashing. The Khardullanreligion teaches that Capella was created as ahaven and fortress for the faithful. When one

    considers the dif culties of simply reaching thesystem, there may be some merit to this claim.

    The population of Malvernix dwells in three types of structures. First, are the Rockhomeswhich are the most ancient cities of theMalvernis. Alaghax, the capital city, is the oldestRockhome on Malvernix. Rockhomes dot theleeward rock cliffs and surfaces of landmasses

    to avoid being blasted by the wind and stormy

    seas. The early inhabitants and ancestors ofmodern Malvernis tunneled through solid rock

    to create additional living spaces and Rockhomessprawl for thousands of kilometers. Secondare the Aquapoli; these are enormous oatingcitadels that ride the seas like gargantuanmechanical Siphonophora (jelly sh). The storms

    of Malvernix require the tops of Aquapoli to bedesigned as aerodynamically as possible. Giantdrive systems keep the Aquapoli on stationand sonic turrets protect them from the giantaggressive sea life. The third type of Malverniandwellings are the ubiquitous Urbmons. These aresimilar to the ones found everywhere except onMalvernix. They are fully submerged, anchored

    to solid rock, and are usually connected viamagtube highways to a parent Rockhome.

    Perhaps the most unique feature of this waterworld is the water itself. High in mineralcontent, the black water of Malvernis isundrinkable by most races in the galaxy. TheMalvernian physiology has evolved in such away that their bodies naturally lter out theseminerals along with other bodily wastes. Theseminerals also produce large deposits of Onyxalong the ocean oor which are of a quality so ne it is prized by artisans all across the galaxy.

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    Malvernis is a capitalistic theocracy. Tithes and taxes are both used to support the organizationand needs of the Khardullan church and faithful.All government of cials are Khardullan and lawsare designed to promote and enforce religiouslaws and doctrine. Punishments are harsher forviolators or criminals that are outside of theFaith, and this double standard is both normaland common. The governing body is the DarkBrotherhood, an all male legislative council ofover 700 High Inquisitors. The Dark Brotherhoodsees to the religious and operational needs of

    the Empire, establishing bureaus, quorums,or missions as needed, as well as choosing ordismissing of cials to carry out their wishes.Normal Inquisitors (sometimes called LowInquisitors), both male and female, serve inroles as varied as tithe collection, religious police,or military liaisons. Subservient to the Inquisitorsare the legions of Prelates of the various

    Holy Orders that maintain the bureaucracy.All Malvernians answer to the Grand Inquisitor,

    the Empires supreme and absolute dictator.The Grand Inquisitor is protected by thedreaded Onyx Fist which is his Battalion-sizedmilitary guard. He is served by the Brides ofKhardullis; they are his female servants, personalbodyguards, and consorts. Additionally, bothgroups serve as assassins or special envoys whenneeded. The Grand Inquisitor has the ability topropose or overturn any law or decision of theDark Brotherhood. Finally, though technicallyno longer a member of the Clergy itself since heis above it, he dictates Khardullan religion. To

    the faithful, this is only logical since the GrandInquisitor rules with the favor and guidanceof the Creator until the return of the Prophet.There is no doubt that the Grand Inquisitoris the one who sits on the Onyx Throne untilThe Creator sees t to send another Prophet.

    The origins of the worship of Khardullis beganin 1176 and are based on the teachings of

    the Prophet Khardullis. Followers of Khardullisidenti ed themselves by carrying a crookedstaff. Marston the First, the rst Grand Inquisitor,established the of ce in 1262 and laid thefoundations for the theocracy that governs theEmpire today. Marston also commissioned the

    Onyx Throne that stands as the very symbol ofMalvernis power today. For those unfamiliarwith Malvernian culture, it is easy to think

    that there is nothing outside the Khardullanreligion. This could not be further from the

    truth! The Malvernis live; work; ght; andpursue intellectual, technological, and socialdesires just like anyone else. The difference is

    simply that the government and religion areone and the same. An old Malvernian proverbstates, A tax to some is a tithe to others.Relations between the Onyx Throne and theother Core Culture Governments have notalways been smooth. Con icts periodically eruptbetween the Rach and Malvernis (especially nearSpica), and more recently between the Terrans

    and Malvernis, even before the outbreak ofopen hostilities.

    Recently Terran terrorists were able to heavilydamage the Black Needle on Tania which isCapellas primary Orbital Lift Elevator. Thisevent led to the execution of a formally declaredHoly War against the Terran in dels by theDark Brotherhood and the delivery of a formaldeclaration of war.

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    Malvernian life centers around two things: the

    betterment of the Empire and the worship ofKhardullis. The religion of Khardullis teachessolidarity and community strength as the path

    to enlightenment. The Inquisitors and Prelatesmake sure that the faithful rigidly adhere to

    the tenets of the church and complete the dailyrequirements of their religion. Those not of theFaith are treated as second class citizens, and theInquisitors watch them closely for signs of heresy.

    The most radical difference (to non-Malvernians)of Malvernian culture is the absence of the familyunit. The rst Grand Inquisitor decreed that thechurch would take over the rearing of children so

    that, relieved of their parental responsibilities, thefaithful might devote more time to worshipping

    the Creator and stewarding their community. TheShining Sisterhood is a galaxy wide organization

    that exists outside the jurisdiction of all save the Grand Inquisitor and their own hierarchy.The Sisterhood is tasked with maintaining

    the hatcheries, nurseries, and educationcenters (both secular and military) where theleathery mammalian eggs are incubated andMalvernian children are raised and educated.

    All female Malvernians have a religious duty toprovide fertilized eggs to the Hatcheries at least

    twice during their lifecycle. The Sisterhood keepsextensive records of these donations which areas much practical as spiritual. Some females feelit is their duty to perpetuate the species and thusdeliver eggs to the Hatcheries with alarmingregularity. The Sisterhood uses the aforementionedrecords to ensure the stability of the gene pool.

    The Shining Sisterhood has the option todispose of any fertilized eggs for any reason.Genetic testing on all eggs ensures that no onefrom the Dark Brotherhoods list of heretics isallowed to slip their seed into the gene pool.The Sisterhood also supervises all executions ofcriminals and traitors as an extension of theirduty to purge awed eggs and, therefore, hasa close working relationship with the police

    forces. Most high-ranking civilian police

    are female and members of the Sisterhood.Most Malvernian communities of any size havelocal chapters of the Shining Sisterhood. Largercommunities will have their own hatcheries,while smaller worlds will send the eggs off-world to be cared for and educated. On non-Malvernian controlled worlds with smallerpopulations, many Malvernians have readopted

    the family unit, and the young are hatched andraised naturally. The Church and the Sisterhoodfrown upon this practice, as it puts theseMalvernians outside their sphere of control.

    The Shining Sisterhood has produced anindoctrination program geared toward non-Malvernian converts. This involves months ofhypnotherapy and somnolent indoctrinationinto the Khardullian religion. The experienceof non-Malvernian converts is less intense,but it often has a greater psychological effectupon them. Still, there are converts who do notrespond to indoctrination and give up, leaving

    the faith behind.

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    RACH EMPIREGovernment: Empire of The RachStar SystemsHome : Mohr (31)Major : Aeneas (46)Total : 22Census Estimate: 91 billionRacial Composition : 97% Rach, 3% Other

    Mohr is orbited by twin moons, Vhas andMydean, whose gravitational pulls causefrequent earthquakes and volcanic eruptionsmaking Mohr a violent and temperamentalworld. The huge equatorial jungles of Mohr

    teem with predators, diseases, and plant lifehostile to everything. Mohr has no oceans butmany large, deep seas that ebb and surge with

    the twin moons pull. High and jagged mountainranges separate the jungles from the vast deserts

    that eventually transform to broad steppes. The

    atmosphere of Mohr seethes and crackles withelectrical storms bathing large areas in trulyspectacular lightning discharges for a goodportion of the planetary year. It is from these verystorms that the Rach derive their creation storyin their primary religious text the Tharett-Ka orBook of Omens. They see themselves as havingbeen created in the Progenitor Storm from

    the stones, rivers, wind, and lightning of Mohr.The single largest arable stretch of land is theMonglash Steppes, on the northern continent,which is home to most of Mohrs population.The main economic centers are Sua-Khresh andMygar. The Kaharach resides in his palace inMygar on the northern continent; while the UCORKoda Works is headquartered in Sua-Khresh on

    the less populous southern continent.

    Excerpt from Eleanors Notes in Sydes

    Guide to the Galaxy:Visitors to Mohr should take the opportunity

    to visit the Rach Imperial Museum. Within thiswing to the Kaharachs sprawling palace complexare the collected racial works of Mohrs greatestpainters, poets, and sculptors. You will no doubt,as I was, be moved to deep displays of emotionby the beauty of traditional Rach art.

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    The Rach have a caste system of governmentknown as the Takrorah, meaning expansion

    method. The

    rst Emperor, or Kaharach, Konta,laid the foundation for the Rach Empire that weknow today. All facets of life are regimentedby the caste system. This system dictatesdaily activity within a given caste according

    to an individuals growth, both physically andmentally, from birth. There are six major castes,each with an untold amount of sub castes andcareers. They are, in order of prestige: Imperial,Warrior, Educator, Food Creator, Diplomat andMerchant.

    The Imperial Caste is the governing body of theRach with the Kaharach at its head. The Kaharach

    dictates law and is advised by councilors fromeach Tribe. Originally the Rach were divided

    into a thousand tribes, but the early days of theSeason of Storms took their toll and dramaticallyreduced the actual number of tribes. Today

    there are of cially 612 tribes and, whilereduced in numbers, it still equates to a largenumber of councilors attending the ImperialCouncil. With all of the tribes nominatinga member of the Diplomat caste as theirrepresentatives, debates in the Imperial Councilare often lengthy and may become heated oroccasionally violent because the councilors

    often disagree on the best courses of action.The Kaharach has the nal say over all matters.

    The Rach descended from bipedal catlike beastsof the Kor Mountains. A carnivorous packanimal, they eventually hunted their homelanddry of food sources and the great pack wassplit by its Alphas and sent in four directions

    to nd more food sources and new lands for the pack. These beasts quickly moved to the topof the food chain with their outstanding ability

    to adapt to even the harshest environmentswithin only a few generations. Eventually theycould be found everywhere on Mohr andbecame the Tribes of the Rach we know today.

    Con ict is a large part of Rach society, and they have fought too many wars to countover the centuries. Since before the time of

    the rst Kaharach, physical confrontation hasbeen a mainstay of their lives. Rach tribesfought war after war attempting to ful ll theprophecy of the Kaharach laid down by theirancestors until, nally, one Rach united the

    tribes by conquering them all, ful lling theprophecy of Kaharach. His name was Konta of

    the Dakan tribe and his legacy lives on through

    the actions and deeds of the current Kaharach.Over the next several centuries the Rach ourished under the Kaharachs. Advances inscience, medicine, and culture allowed the Rach

    to live longer and more peaceful lives to the point that some began to believe they were becomingdull and losing their warrior spirit. To reverse

    this trend, the 42nd Kaharach, Yonga, set asideone thousand tracts of land encompassing all thevaried terrain types of Mohr and decreed thatno less than ten percent of the Rach should beat war at all times. One hundred of the thousand

    tribes were called to the Tobach Rik, or Fieldsof Glory, where they were given an opponent,a date, a battle eld, and told they had one year

    to prepare for battle. Thus began The Season ofStorms. Countless thousands of Rach perishedover the next decade as all of the thousand tribes

    took their turns and were blooded in battle.The 51st Kaharach, Gharl the Evenhandeddeemed that tribes need not send their entirepopulation and should instead send a tenthcomposed of their nest warriors as determinedby martial contests within each tribe. This

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    ensured that no tribe would perish if they didntfare well. Gharl also expanded the Season ofStorms to be fought until only one tribe stoodvictorious. The winning tribe of the Season ofStorms is declared the Ongban (the Talon of theEmpire) and given a share of the taxes and tribute

    paid by the other ninety-nine ghting tribes that year. The winning of the title Ongban is the highest honor that can be achieved in theRach culture. This drives the Rach to keep theirbodies, or temples of war, amazing examplesof tness and strength.

    At the conclusion of the years battles, a greatfestival is held lasting almost a month. During

    this time, one hundred of the greatest warriorsfrom that years ghting tribes, fty male and fty female, enter into the temple of Keteesa atdusk and spend the night hunting each otherin total darkness. The Rachs acute senses ofhearing and smell allow them to nd a memberof the opposite sex and mate. At dawn, thewarriors leave the temple often not knowingwho their nights mate was. The childrenproduced from these unions are referred to aswar-born and are held in high esteem by their

    tribes throughout their lives. This ceremony aidsin keeping the gene pool of each tribe fromstagnating and also ensures the genetics of thegreatest warriors thrive. Not all Rach childrencome into the galaxy in this way, however.

    The Rach hold no cultural taboo against crossingcastes; there is only guilt and peer pressurebrought on by approving/disapproving parentsor friends. In any instances of caste crossing,

    the Rach performs the Lahva Brai ritual, or the Passing Ordeal, to renounce their formercastes privileges and responsibilities and takeon the ones of their new caste. Once done,acceptance into the new caste is dependent on

    the individual Rachs own merits. It is all butimpossible to renounce into the Warrior Caste,but it has been done. This usually involves a greatdeal of ghting, duels, bloodshed, and injuries.Membership in the Imperial caste is based onbloodlines, thus an Imperial can pass out of theImperial caste at will, but only the Emperor, whomust be present at the Lahva Brai, may acceptsomeone into the Imperial Caste. No Emperor,in over 4000 years, has accepted anyone into

    the Imperial Caste unless they rst came from the Warrior Caste.A visitor to Mohr will nd the cities muchdifferent from cities elsewhere. The severeweather conditions of Mohr keep the Rach frombuilding the enormous, soaring buildings foundso commonly on other worlds. Rach cities tend

    to sprawl for many dozens of kilometers inevery direction with no more than three to fourstory buildings being typical. Rach architectureruns toward the utilitarian as opposed to theaesthetic. A common building material is avolcanic hardened, clay-like material that isformed into slabs or bricks and extremelyresistant to Mohrs harsh environment. Non-Rach are well-served by purchasing a lter-maskbefore leaving the spaceport as dust storms arefrequent, and this ne, ochre colored sand tends

    to accumulate in even the smallest opening.Crime on the Rach home world is practicallyunknown, as the Rach consider any crime an

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    offense against the Emperor and, therefore, treasonous. The Rach judicial system is harsh anddraconian by most of the galaxies standards,and the sentence of death is commonplace.When or if the death sentence is imposed,

    the criminal is often given the opportunity

    to take their own life thereby salvaging their honor and wiping the stain of their transgression from their family, tribe, and caste.The Dakan Kharl unit is infamous in the pop

    culture of the Rach due to an interesting quirkof the entertainment industry. Whenever anevil Rach character is needed, it will invariablycarry the markings and blood red uniform of

    the Dakan Kharl. Whenever a noble Rach isrequired, the Kharlong black and silver uniform

    is used along with the ying Kharl emblem. Themost famous Dakan Kharl villain is TchaikoanKorakh. He is the brutal and cunning arch-nemesis of the hero, Avar MaxGar.

    The size of the Rach military uctuates depending

    on the Emperors needs. During times of peace,approximately a tenth of the population isdevoted to the Imperial Army. A time of warcan see these numbers jump to as much as aquarter or even a third of the population inuniform as was seen during the last Galaxy War.

    Legendary Units

    The Kharlong

    The Kharlong is theKaharachs personalbodyguard and oversees

    the security of the ImperialPalace. The force is primarilycomposed of former OngBak winners who pledge

    themselves to the protection

    of the Emperor. Since theyhave resided in the palace,an insurgency has not takenplace. They are primarilycomposed of specialtyinfantry, armored, and CAV units along with

    their support.

    The Ong Moguk Rann

    The Moguk tribe hasproduced exemplary warriorssince their rst win during

    the Season of Storms. Since then, they have produced the Ong Ban 34 times. Theyhold a competition eachyear to accept more tribemembers and they are theonly tribe which allows other

    tribes members to join. Thebulk of their tribe is made ofwarriors, and their record in

    the Season of Storms re ects this.

    Dakan Kharl The Dakan Kharl is theImperial bloodline tribe.This tribe enjoys 21 winsduring the Season of Stormsand possesses the uniquedistinction of maintainingseven Bokh comprised of

    tribe members, which is threeBokh more than any other

    tribe. Their infantry membersare feared even amongst theRach themselves for theirbrutality and bloodlust.

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    RITTERLICH

    Government : The Ritterlich ConfederacyStar SystemsHome : Avalorr (0) (Of cial), Neuritter(189) (Unof cial)Major: Crater (35), Neuritter (aka Cygni)(189), Gladatores (29), Rigel (32)Total: 18Census Estimate : 90 billionRacial Composition: 96% Ritterlich, 2%Adonese, 1% Terran, 1% Other

    Avalorrs second continent, Ritter, is comprisedof four states with each offering a uniquedestination for travelers. Schwarzenwald offers

    the largest forests on the planet which are home to some of the best hunting in the galaxy. InNebensee, your evenings can be spent incomfort at any number of ocean-side resorts,

    enjoying the best seafood Ritter has to offer,

    while passing the days exploring ancient desertruins or nearby jungle wildlife. Weisburg offersvarying terrain for the seasoned traveler, as itssouthern deserts give way to jungle rain forestsand forested mountain ranges before reachingRitters northern shores. Dornheims prairiesand rolling hills provide a relaxing alternative to

    the commotion of everyday life and is a populargetaway for the Ritterlich themselves.

    Ritterlich is led by the Chancellor of theConfederacy, an of ce currently held byMargrave Commodore Ulan Albresch, whorose to popularity after the First Galaxy War.Selected by popular election every eight years,it is the Chancellors duty to oversee the day-to-

    day operations of the government and ensure that all of the vast holdings of the Confederacyare working together smoothly. His actions aresupervised by Parliament, whose membersare elected every four years to represent

    their native states both on and off planet.

    The warrior-king Klaus Goetter said, Ritterlichis a people, not a place, and scholars havebeen debating what he meant ever since. Most

    believe that it is the warrior spirit that liveswithin a Ritterlich citizen, regardless of location,

    that spawned the statement.

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    Ritterlich claims to have the best hunting in thegalaxy, and weve been hard pressed to prove

    them wrong. T